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RCT2 Comet: Rct2 Arrow Hypercoaster

#1
I am currently working on a Rct2 Arrow Hypercoaster named Comet, and need ideas for the theme, the colors, and track ideas. Any help would be wonderful. There are some pics below.

   
   
   

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#2
First, how will you improve your skills if you only work after other ones ideas?!
If you check out "silvarret's" latest video on YT, he exactly pointed out why it's better to give only inspirations than an exact how-to-do.

Aside from that, you want infos:

- track on ground is a "no-go" in every RCT, it doesn't look realistic
- way to much supports, learn to use these blocky grid-structure rarely and combiend it with the flat-piece of it (3-4 spaces between every support, infact of the lifthill height, the space is filled up with the flat-grid)
- colors are much to bright, try to combiend one darker color with a brighter one, and the opposite
(only bright colors looking odd, but only dark colors can work)
- layout isn't interesting for peeps also for us
first-drop looks unusual, don't use a 60° curve in the middle of a drop, option 1) at the start of the 60° drop or 2) a 45° down-curve at the start that goes into a 60° straight drop or 3) a pre-drop, than a normal curve, and than start the 60° drop
- currently you build a "Morgan Hypercoaster", infact of the train types, use the Corkscrew-Coaster if you want a ArrowDynamic Hyper
- airtime hill compared to the big first drop doesn't fit, the airtime hill is to low
- don't use the blocky grid-supports for curves, this won't work, they only look good on lifthills

- you've got already a name for it "Comet", so a theming shouldn't be a problem

And last one, playing around with RCT2 alot, it's the same as it is with RCT3. Maybe a bit harder, because of the limitations of the scenary objects, so it took more time to find out which ones work together or in which way they fit, or even not. All you need is time for try and error. And this can be only done from yourself, not from us that gives you ideas.
As allways, try to re-build real coasters or parks, than you'll become a feeling for the objects and for the coasters itself.

Lg Cheleste
My Feedback can hurt like a
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#3
I can agree with much that Cheleste pointed out, but i disagree when it comes to the colors.

I like the current colors, because "Comet" sounds a bit space-style so there is no need to go for "normal" or realistic colors here.
Maybe you could change the bright purple to the darker version of it, so that it doesn't stands out to much.

Because of that "comet" soudn spacey in my ears, you can go for a space theme.
For inspiration, use Silvarret's "Protos". Yeah its RCT3, but that doesn't mean that it isn't helpful.
It's all about inspiration how your buildings and foliage could look like.

If you go for a space theme, avoid to use only the "space" and/or "martian" objects in RCT2.
As silvarret pointed out in his video, combiend different objects from different themes.
That's more importent in RCT2 than in RCT3.
If you don't mix it up, buildings can look boring and the same really fast in RCT2.
It needs alot of practice to find out, which objects can be used for what aside from there normal use.

So long, Cobra
Keep it everytime fair and with enough respect for each other!
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#4
With lift supports, if you use the blocky ones, the flat pieces are equally important. The way you currently have it, the blocky pieces alternate every other square with the preset poles. The flat pieces are important to fill the gaps so that you can't see the poles between the "big" supports, and you can fill these gaps by placing flat pieces directly underneath the track where the pole meets the ride. I used this technique when designing Flash Hazard and NASA Jet Coaster.

Cheleste may not approve entirely of my supports, however, because I use the blocky ones on curves and regular hills as well as lift hills. Wink

It's also crucial for any coaster that you build a queue line that's more than one square long. A 5-car train will never reach full capacity if only 6 people can wait in line at once.

I do like the initial track layout so far. I am also currently working on an "old-fashioned" hypercoaster--which I think looks like the lovechild of Steel Dragon 2000, Desperado, and somehow Phantom's Revenge also got in on the action--so I am pleased with how Comet's track has turned out, other than what Cheleste pointed out regarding the curve in the first drop.
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#5
Im with terry inferno for this, the supports are needed to change a bit, otherwise I disagree with Cheleste and agree with Cobra, the colours are great, this coaster name totally fits bright colours. I also disagree very much that Cheleste said that track on the ground is not realistic, I don't see how it isn't realistic, and what does it matter really? I mean it looks good and the guests enjoy it, so thats all that matters in the end
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